Modular Board

Great Heartland Hauling Co.

In The Great Heartland Hauling Co. (originally announced as Over the Road), players take on the role of medium haul Midwest truck drivers doing their best to make a living by hauling goods for big suppliers. Players truck to various locations around America's Heartland, picking up and dropping off goods using matching cards from their hands. Most locations have native goods that require fewer cards to load; other locations may pay a premium for those goods but may also require more fuel – and time – to get there with the cargo. With limited space in each trailer and only five cards in hand at a time, players will have to expertly manage their resources, as well as play the odds and press their luck to be the best trucker on the road.

The Great Heartland Hauling Co. offers a lot of replay value through the use of cards to create a variable board set-up each game. The game includes 60 goods cubes, four thick cardboard trucks, and 46 resource cards – required for pick-up and delivery – that are drawn from a shared draft board, as well as 20 fuel cards, which are used to move about the Heartland.

Wrong Chemistry

The Concept:
Scientists in a lab are trying to create new elements, and they get it all wrong! In Wrong Chemistry (W.C.) you change a molecule in order to create new elements out of it. A fun, easy to learn, but hard to master, game, with funny references to the real elements from the periodic table.

Gameplay:
Players alternate rounds, during which they try to change the pieces on the board, in such a way that they can be the same shape represented by the cards in their hands. The cards represent new elements that the players discover, and when the board has the proper form, the player reveals from his hand the element he/she discovered and adds the card to his/her pile of earned points.

Game End:
The game ends when a player can no longer draw more cards.
The winner is the player with the most points or, in case of a tie, the one that discovered more elements that are next to each other in the Periodic Table of the Elements (chairs not included).

Wartiles

Wartiles is a fantasy tile laying game, taking inspiration mainly from Warhammer Fantasy Battle and other fantasy wargames.

Each player start with an army general and must defeat its opponent's general. To do so, each player has access to army tiles that are layed on the board. In some way, it might look as dominoes.

Terrains and powerful spells come in play to add some twists.

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Wartiles est un jeu de combat fantasy dans lequel les unités du jeu sont représentées par des tuiles. Ce jeu tire son inspiration principalement de Warhammer Fantasy Battle mais aussi de plusieurs autres jeux dans le même style.

Chaque joueur commence avec une tuile général et le but du jeu est de réussir à vaincre le général des autres adversaires.Des tuiles représentant des unités sont placées sur le plateau et le tout pourrait s'apparenter à une partie de domino, spécialement dans l'apparence et la manière de placer les tuiles en jeu.

Des terrains et de puissants sorts viennent pimenter la partie.

Hot Rod Creeps

Gentle-creeps…Start Your Mayhem!
In this customizable racing game, your Hot Rod Creeps team is your ticket to glory! Each team has its own special deck of movement cards and its own strategy. Customize your Hot Rod! Add a new Engine, Weapon, Pit Crew, or set of Wheels at a Pit Stop along the way. Customize your racetracks! Make them as wild and crazy as you want, with more than 50 interlocking track tiles. Everything you need for a race unlike anything you’ve ever see is included with Hot Rod Creeps!

Key Features
• There are six teams to choose from: Epic Battle Wizards, Monsters, The Underworld, Food Fighters, Aliens and Rockabilly!
• Build your own track! Dangerous Curves, Pit Stops, “The Jump”, and Hazards are but a few of the dozens of track pieces that allow you to create the track of your dreams… or nightmares!
• Each Hot Rod has its own deck and its own unique strategy. Your deck doubles as your Gas Tank. Run out of cards and you run out of gas!
• Players also have access to the powerful, but often dangerous, Nitro deck. Blaze a trail to the front of the pack, but watch out – you might get burned!
• Customize your Hot Rod with cards like the Horrific Hamster Haven, the Black Plague Rat-apult, the Ketchup Mechanics, or the Clown Car Corner Clingers. Blast your opponents as you blow by them.

Catan: Star Trek

Star Trek: Catan takes two well-known media properties and merges them into, well, into something that is 95% The Settlers of Catan glossed with Trek tropes and spiced with a Trek-themed version of a mini-expansion previously only available in German.

In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities.

On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources.

Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.